军团:bug修复
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@@ -100,7 +100,7 @@ export class GuildTrainHandler {
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const { guildCode: code } = userGuild;
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if (userGuild.trainCount <= 0)
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return resResult(STATUS.GUILD_TRAIN_BATTLE_COUNT_NOT_ENOUGH);
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let { trainId: curTeainId, trainLv } = await GuildModel.findGuild(code, serverId, 'trainId');
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let { trainId: curTeainId, trainLv } = await GuildModel.findGuild(code, serverId, 'trainId trainLv');
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if (curTeainId !== trainId)
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return resResult(STATUS.GUILD_TRAIN_LEVEL_IS_COMPLETE);
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let guildTrain = await GuildTrainModel.findTrainByTrainIdNotLock(code, trainId, 'trainId isComplete trainInstances');
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@@ -191,7 +191,7 @@ export class GuildTrainHandler {
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}
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let addScore = Math.floor((isSuccess ? trainSoloReward.winScore : trainSoloReward.failScore));//个人获得积分,也是压制进度
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//个人功勋奖励
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let goods = await addItems(roleId, roleName, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: Math.floor((isSuccess ? trainSoloReward.winHonour : trainSoloReward.failHonour) * (soloRewardRatio + 100) / 100) }]);
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let goods = await addItems(roleId, roleName, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count: Math.floor((isSuccess ? trainSoloReward.winHonour : trainSoloReward.failHonour) * soloRewardRatio) }]);
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let { isComplete, ranks } = guildTrain;
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let reports = [];
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// let index = findIndex(ranks, { roleId });
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@@ -224,6 +224,7 @@ export class GuildTrainHandler {
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reports.push({ type: 3, time: nowSeconds(), score: addScore, roleName, trainId, hid, difficulty });
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pushGuildTrainSucMsg(roleId, roleName, code, hid);
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if (needLockNext && maxTrainId > trainId) {
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guildTrain = await unlockTrain(code, trainId + 1);
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}
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